;
;   CIVILIZATION GAME DATA SHANNARA SCENARIO CHAPTER1
;   Copyright (c) 1995 by MicroProse Software
;   by Michael Jeszenka
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
3       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
18      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
7       ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
8       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
70      ; Percent shield penalty for production type change
5       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
7       (null)
;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  no,  nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Unavailable Tech,   4, 1,  ToG, Phy, 1, 3    ; Ast
Border Tech,        4,-1,  ToG, Phy, 2, 3    ; Ato
Black Arts,         6,-1,  Cmb, Stl, 0, 0    ; Aut
Banking,            4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  no,  no,  0, 4    ; Bri
Bronze Working,     6,-1,  no,  nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  no,  nil, 0, 2    ; Cer
Chemistry,          5,-1,  no,  Med, 1, 3    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  no,  Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  no,  Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  no,  Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Brona's Return,     4, 1,  E1,  Cor, 0, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  no,  Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Coalition Forces,   6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  no,  Gun, 1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, no,  1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  no,  nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Posion,             4, 0,  AFl, nil, 0, 2    ; Med
Posion,             4, 0,  AFl, nil, 0, 2    ; Med
Metallurgy,         6,-2,  Gun, no,  1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  no,  CoL, 0, 2    ; Mon
Varfleet Reached,   5, 1,  no,  no,  0, 4    ; MT 
Mysticism,          4, 0,  no,  nil, 0, 2    ; Mys
Journey to Culhaven,6,-1,  MT,  nil, 0, 4    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  no,  Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, no,  1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  no,  2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  no,  Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, no,  2, 1    ; San
Return of Elf King, 4, 1,  no,  nil, 0, 4    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Mobilization,       4,-1,  no,  nil, 0, 0    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  no,  nil, 0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Nothing,            1, 0,  nil, nil, 0, 4    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    no, 
Barracks,                  4, 1,    no, 
Granary,                   6, 1,    no, 
Tavern,                    4, 2,    Ast, 
MarketPlace,               8, 1,    Ast, 
Library,                   8, 1,    Ast, 
Dungeons,                  8, 2,    Ast, 
Sentry Walls,              8, 2,    Ast, 
Village Well,              8, 2,    Ast, 
Trade Market,             12, 2,    Ast, 
Cathedral,                12, 3,    no, 
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Inn,                      10, 4,    Ast,
Laborers,                 20, 4,    Ast, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Metropolis,               12, 2,    Ast, 
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Roads,                    32, 2,    Ast, 
Fishery,                   6, 1,    Ast, 
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Commerce,                 60, 0,    nil,
Pyramids,                 20, 0,    no, 
Meade Gardens,            20, 0,    nil,
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
The Skull,                30, 0,    nil,
Barracks,                 30, 0,    nil,
Druid Mantle,             30, 0,    no, 
Great Embassy,            20, 0,    no, 
Anti-Racism,              40, 0,    no, 
Eilt Druin,               30, 0,    nil,
Sailors Academy,          40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Ohmsford Inn,             40, 0,    nil,
House of the Elven King,  40, 0,    nil,
Druid Histories,          40, 0,    nil,
Adam Smith's Trading Co., 40, 0,    no, 
Creationsim is true!,     40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Great Blacksmith,         60, 0,    no, 
United Nations,           60, 0,    no, 
Great Atlas,              60, 0,    no, 
SETI Program,             60, 0,    no, 
Garden of Life,           60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Meade Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Lit,        ; Great Library
nil,        ; Oracle
nil,        ; The Skull
nil,        ; Barracks
nil,        ; Druid Mantle
nil,        ; Great Embassy
nil,        ; Anti-Racism
nil,        ; Eilt Druin
nil,        ; Sailors Academy
nil,        ; Shakespeare's Theatre
nil,        ; Ohmsford Inn
nil,        ; House of the Elven King
nil,        ; Druid Histories
nil,        ; Adam Smith's Trading Co.
nil,        ; Creationsim is true!
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Great Blacksmith
nil,        ; United Nations
nil,        ; Great Atlas
nil,        ; SETI Program
nil,        ; Garden of Life


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Stors,        nil, 0,  0.,0,  0a,40d, 4h,1f, 99,0,  1, Ast, 000000000000000
Wall,         nil, 0,  0.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Dwarves,      nil, 0,  0.,0, 13a,8d,  3h,1f,  7,0,  1, Ast, 010001001000000
Pikemen,      nil, 0,  2.,0, 12a,10d, 3h,1f,  4,0,  1, Ato, 010001001000010
Border Legion,nil, 0,  0.,0, 14a,9d,  3h,1f,  4,0,  0, Ato, 010000001000000
Elven Warriors,nil, 0,  2.,0, 13a,9d,  2h,2f,  4,0,  1, Ast, 010000000000000
Castle Defense,nil, 0,  0.,0,  0a,10d, 2h,2f,  5,0,  1, Ato, 010000001000000
General's Tent,nil, 2,  0.,1,  0a,2d,  1h,2f, 99,0,  1, no,  000000000000000
Panamon Creel,nil, 0,  2.,0,  9a,5d,  1h,3f, 99,0,  0, Ast, 000000000000011
Crossbows,    nil, 0,  2.,0,  9a,6d,  3h,2f,  4,0,  0, Ato, 000000001000000
Gnome Hunters,nil, 0,  2.,0,  8a,5d,  3h,2f,  4,1,  0, Ast, 000100011000000
Elven Hunters,nil, 0,  2.,0, 11a,7d,  3h,2f,  4,0,  0, Ast, 000000001000000
Balinor,      nil, 0,  2.,0, 17a,11d, 1h,1f, 99,0,  0, Ast, 000000000000010
Hendel,       nil, 0,  2.,0, 15a,12d, 1h,1f, 99,0,  0, Ast, 000000000000011
Flick,        nil, 0,  2.,0,  0a,5d,  1h,1f, 99,0,  0, Ast, 000000100000010
Gnomish Legion,nil, 0,  2.,0, 11a,7d,  3h,1f, 99,0,  0, Ast, 000000000000000
Lesser Trolls,nil, 0,  2.,0, 10a,7d,  4h,1f, 99,0,  0, Ast, 000000000000000
Elven Bowmen, nil, 0,  3.,0, 17a,6d,  3h,1f,  8,0,  0, Ast, 000000000000000
Tent,         nil, 0,  0.,0,  7a,4d,  1h,1f,  4,0,  0, no,  000000001000000
Camp,         nil, 0,  0.,0,  6a,3d,  1h,1f,  4,0,  0, no,  000000001000000
Gnome Cavalry,nil, 0,  3.,0, 15a,6d,  3h,1f,  6,0,  0, Ast, 000000000000000
Border Cavalry,nil, 0,  3.,0, 17a,6d,  3h,1f,  6,0,  0, Ato, 000000000000000
Sphinx,       nil, 1,  0.,99,  0a,2d,  1h,9f, 99,0,  0, no,  000000000000000
Menion Leah,  nil, 0,  2.,0, 11a,7d,  1h,2f, 99,0,  0, Ast, 000000000000011
Durin,        nil, 0,  1.,0, 12a,1d,  1h,2f, 99,0,  0, Ast, 000001001000010
Dayle,        nil, 0,  1.,0, 12a,1d,  1h,2f, 99,0,  0, Ast, 000001001000010
Hadeshorn,    nil, 0,  0.,0,  0a,1d,  1h,0f, 99,0,  0, no,  000000000000000
Spy Birds,    nil, 1,  1.,1,  0a,1d,  1h,1f,  6,0,  3, Ast, 000000000000001
Skull Bearer, nil, 1,  2.,2, 17a,11d, 1h,3f, 99,0,  0, Ast, 000000000000011
Passageway,   nil, 0,  0.,0,  0a,1d,  1h,0f, 99,0,  1, no,  000000000000010
Warlock Lord, nil, 0,  0.,12,  0a,50d, 1h,2f, 99,0,  3, no,  000000000000011
Shirl,        nil, 0,  2.,0, 50a,1d,  2h,2f, 99,0,  0, Ast, 001000000000010
Skiff,        nil, 2,  0.,0,  0a,2d,  1h,1f,  1,2,  4, Ato, 000000000000011
Patrol Camp,  nil, 0,  0.,0,  0a,1d,  1h,0f, 99,0,  0, no,  000000000000001
Waterfall,    nil, 0,  0.,0,  0a,8d,  1h,1f, 99,0,  1, no,  000000000000001
Cliffs,       nil, 0,  0.,0,  0a,70d, 4h,1f, 99,2,  0, no,  000100000000000
Gnome Guards, nil, 0,  0.,1,  0a,15d, 5h,1f,  5,0,  1, Ast, 000100000000000
Slain Men,    nil, 0,  0.,0,  0a,1d,  1h,1f, 99,0,  1, no,  000000000000000
Fire,         nil, 0,  1.,0, 40a,40d, 1h,1f, 99,0,  3, no,  001000000000011
Orl Fane,     nil, 0,  0.,0,  0a,5d,  1h,1f, 99,0,  1, Ast, 000000000000010
Shea,         Med, 0,  2.,0,  0a,1d,  1h,1f, 99,1,  0, Ast, 000000100001010
Posioned Shea,nil, 0,  1.,0,  0a,1d,  1h,1f, 99,0,  0, Med, 000000000001010
Siren,        nil, 0,  0.,0,  0a,6d,  1h,1f, 99,0,  0, no,  000000000000000
Silver R King,nil, 1,  4.,1,  0a,3d,  1h,1f, 99,0,  3, no,  000000000000011
Wolf Pack,    nil, 1,  4.,1,  6a,1d,  1h,2f,  3,0,  3, Ast, 001000000000011
Sword of Shannara,nil, 1,  0.,1, 98a,0d,  1h,9f, 17,0,  0, no,  001000000000000
Tyrsis Guards,nil, 1,  0.,1, 30a,1d,  1h,1f,  3,0,  0, no,  001000000000011
Stemnin,      nil, 0,  0.,0,  0a,25d, 1h,1f, 99,0,  0, no,  000000000000011
Valemen,      nil, 0,  0.,0,  0a,9d,  1h,1f,  5,0,  1, Ast, 000000000000000
Posion Trap,  nil, 0,  0.,0,  0a,50d, 2h,1f, 99,0,  1, no,  000000000000000
Posion Trap,  nil, 0,  0.,0,  0a,1d,  1h,1f, 99,0,  1, no,  000000000000000
Battering Ram,nil, 0,  1.,0, 20a,1d,  2h,2f, 99,0,  0, Ast, 000000001000011
Seige Tower,  nil, 0,  2.,0,  0a,18d, 4h,1f, 99,0,  0, Ast, 000000000000000
Allanon,      nil, 0,  2.,0, 17a,11d, 1h,3f,  3,0,  0, no,  000000000010011
Elfstones,    nil, 1,  4.,1, 30a,0d,  1h,3f, 99,0,  0, no,  001000000000000
Gnome Patrol, nil, 0,  2.,0, 13a,7d,  1h,1f,  8,0,  0, Ast, 000100000010010
Rock Trolls,  nil, 0,  2.,0, 14a,9d,  4h,1f, 99,0,  0, Ast, 000100001000000
Keltset,      nil, 0,  2.,0, 16a,10d, 2h,2f, 99,0,  0, Ast, 000000001000011
Monster,      nil, 1,  2.,0, 16a,9d,  3h,1f, 99,0,  0, no,  000000000000000
Arachnoid,    nil, 0,  2.,0, 15a,9d,  3h,1f,  1,0,  0, no,  000000000000000
Trigger,      nil, 0,  0.,0,  0a,0d,  1h,0f,  1,0,  0, no,  000000000000000
Impassible,   nil, 1,  0.,0,  0a,1d,  9h,0f,  1,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,3,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Wastelands, 1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Floor,      2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Marshes,    2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Desert,     1,2,  3,1,0,
Cattle,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Wasteland,  1,2,  3,1,0,
Torch,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert,     1,2,  0,4,0,
Wheat,      1,2,  12,1,4,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Wasteland,  1,2,  35,0,3,
Torch,      2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Coalition,      Leader,      Comrade
Fundamentalism, Leader,      Leader
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1, -1,
Frederick,    Maria Theresa,       0, 3, 0, Triggers,     Trigger,      1, -1, -1,   6, Chancellor, Chancellor
Raybur III,      Cleopatra,        1, 4, 0, Dwarves,   Dwarven,       0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,    1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,      -1,  1,  1,     6, Prime Minister, Prime Minister
Dall,         Indira Gandhi,       0, 7, 3, Human States,Southland,     -1, -1,  0,     
Warlock Lord, Catherine the Great, 1, 1, 1, Skull Kingdom,Northland,  1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Allanon, Wu Zhao,                  0, 5, 2, Heroes,     Callahorn,     0,  0,  1,     3, Chairman, Chairperson
Eventine Elessidel,Elizabeth I,    1, 2, 0, Elves,         Elven,     0,  1,  0,     6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,      1,  1, -1,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, Japanese,    Japanese,    1, -1, -1,     6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Balinor Buckhannah,Scheherezade,        0, 5, 0, Callahorn,   Callahorn,   0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Nature,                0, 6, 0, Nature,Nature, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Magicka,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













